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Binary Clone

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A member registered Jun 10, 2019 · View creator page →

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great work taking something conceptually simple and just driving it forward and refining it into something you can drop way more time into than you'd expect at first glance.

I played this multiple times to get a high score!

I think the most I could ask for would be maybe some more bosses and a touch of visual polish on stuff like the laser beam! Hitting the bonus also felt inconsistent to me but that might just be me

for some reason this brings me back to Pokemon Channel? I don't really know why because it's got a lot of Wii/DS vibes and I also played a ton of those systems. Such a fun experience! The disc error definitely got me. I've seen those kinds of screens too many times haha

Beat it after a few tries, and really liked the aesthetic and music! Very reminiscent of the old 2D Zelda dungeons. I think it might be nice to have some more attack range or a little higher movement speed, but maybe that's just my own preferences leaking in. The purple enemies were a little challenging to deal with without using energy, and I feel like they were disproportionately challenging compared to all the other enemies that were generally not too much trouble to deal with. But between having such limited range and moving slowly, it was really difficult to close the distance and not take damage against the purple slimes

I did also get softlocked on my first attempt - in one of the rooms, a purple slime just left through the locked gate. Since I couldn't reach it to kill it, I couldn't leave the room and had to restart.

I only saw two items, the knives and the boomerang, and the knives seemed a lot more effective. The stun for the boomerang isn't bad, but it's hard to compete with the straight up damage of the knives. I also was unclear on how the upgrade that let you throw multiple knives worked? I took that a couple times in one playthrough but didn't really notice any difference in how I could use it.

Suika game with slimes, what's not to like?

I do wish the slimes kept getting bigger or there was a scoring system! I also don't know why the slimes catch on fire but I'm also not really complaining about that. I got like four of the biggest slimes on my first go, and there's only so much space at that point before you kind of just auto lose

Awesome stuff! Managed to snag the top score but only after several attempts, and still just short of 4k points. Really fun runner game, with a banger soundtrack and a ton of charm. I love all of the touches like the mustard all over the hands and the rat constellations, and just how much character is built into every little bit

There did definitely seem to be a specific strategy for success, though - just tapping instead of ever holding a direction. If you tap, you can keep moving mostly fast enough, but the hands barely move, which means you can maintain all 5 dogs for a lot longer, so long as you can still avoid everything.

did come away feeling like my best scores had a lot to do with luck, though, outside of the tapping. It's kind of inevitable with a runner game with proper difficulty though in my opinion, but is also reinforced by the randomness of how the dogs fly when you get hit - sometimes you barely lose any, and sometimes it's instant death.

that said, I don't actually think that randomness takes away from the experience - I think it adds to it. The fact that you could instantly lose off any trash can just adds to the tension as you're getting driven forward faster and faster by that sick saxophone and I wouldn't have it any other way

A really neat concept! I think the controls are fairly awkward to get used to (and it's very easy to accidentally skip the tutorial and end up quite lost), but at the core it's a really fun take on a platformer. I agree with some of the other commentors that I would much rather have the analog stick or wasd control movement and a pair of other buttons (like the shoulder buttons or something) control rotation. As it is now, I think it ends up being kind of unintuitive to control rotation and then hold a modifier button to also move in the direction of the rotation. The controls were probably the biggest sticking point for me. Unfortunately I wasn't able to finish, as after I died in one level it seems like the game froze after trying to restart the level.

these rats are fighters and all of them are special

This is super cute, and reminds me of other multiplayer physics games I've had lots of fun with like Heave Ho! I'm very excited for the chance to play this as intended with multiple people!

This is really cool! I enjoyed your writeup in the discord on working with genetic algos to construct teams and using those results as away to balance the experience. Unfortunately I can't contribute much more than that, since I don't think I have a good grasp on the system, and I also have very very little experience with autobattlers, but this is a fascinating project! 

Great idea for a physics driving game! My primary complaint is really the camera. It being tied to the car's rotation combined with the (appropriately) janky driving leads to an experience that I would expect to trigger motion sickness in a good few people. The driving controls themselves also were a little awkward at times to me, beyond just the fun silliness of the crane constantly threatening to tip the car over (that part is great). I think the car's friction is maybe a bit low - it make it difficult to come to an actual stop to use the crane, since there's also no brake button, only accelerate and reverse. I think this ends up making things feel more finicky than they need to as you're still getting used to things, since I frequently ended up slowly drifting past the thing I wanted to pick up as I was adjusting the crane. You could even consider having the controls be even more arcadey, with forward and reverse just being forward and backwards on the control stick, and then have neutral on the stick bring the car to a halt more quickly, or a brake button or something. 

But the puzzles are a great introduction to the mechanics of the game - none of them are finicky enough to be frustrating, and instead push the fun of the goofy core concept and direct the player pretty well! I particularly enjoyed "helping" the guard open the gate.

There were only a couple points where there wasn't quite enough clarity for me - the shovel being green meant it blended in to the lawn a bit too much for me, and it took me a second to realize what I was looking for. The shovel also promptly clipped out of the map and I lost it. I didn't realize that the pause menu had an option to respawn items so I restarted the game. And then at the end, it wasn't clear to me what the building was that should be destroyed - I didn't realize right away that the checkered texture was the building.

All in all, a great core mechanism that I think has a lot of room for continued exploration! 

Great stuff! I managed to win on my first try, but I think I got lucky - some of the games are definitely a lot harder than others, I think meatball canyon is the toughest by far. The other two I think ended up being fairly easy to just spam jump through though - the early spatula levels you can skip past most of the obstacles by jumping, and since the CPUs don't make any attempts to do that, it seemed pretty quick to get through to me. Smashburger felt similar - I mostly just held forward and mashed jump. I think because they alternate, often you'll jump forward and smack your face into the next one, and then jump through as soon as it's up, so you don't end up in too much danger most of the time - and the CPUs seem to have an especially difficult time with this one too.

This is great fun though, and I love the idea of a kind of fall guys demake -esque game!

Reminds me of Lovers in a Dangerous Spacetime, one of my favorite co op games! Unfortunately I couldn't test with multiple players but the different roles available are really neat, my favorite is definitely the ship tongue

Love the visual design on this, especially the mech! It looks fantastic

The platforming got a little finicky at times, which killed me a couple times. I was a little annoyed that falling was just an immediate game over instead of a health cost or some kind of checkpoint, but it's both period-appropriate and not a big issue when the overall length isn't enough to make repeating the first sections feel like a chore.

Like some others have noted, the projectiles don't really move in the way I have come to expect, and tend to veer off in some unusual ways. The movement is also kind of slidey - if you stop after walking or running, the mech slips forwards quite a ways, and I think that ends up making it difficult to position precisely to aim at and hit a lot of the enemies. I think this ended up combining with the big health pool to make me eventually just kind of crash through the game as quickly as possible while shooting fairly little until the boss.

While I do like the jets, I think having some snappier movement options might be nice - I saw in another comment you mentioned that the boss's slap is kind of unavoidable, and I think that's both because of the animation and because of the movement speed being lower. It might be cool just to have the jet button make you do a jump if you use it on the ground - that way you can get higher faster, but you still get to make use of the cool platforming that's already there using the jets to dip below obstacles and stuff like that!

This is really cool! I'd definitely run through a few more races if it was easier to get in and out of the races - the races didn't actually finish properly for me after 3 laps, so I had to restart the game to race again.

I think one change that might be nice is having boost be B/Circle instead of Y/Triangle, or maybe just a trigger - usually I don't really want to let go of the accelerate button to boost, but it's pretty hard to press Y while you're still holding A to accelerate. It's easier to hit both A and X or A and B at the same time though.

Great showing from your card system! One day when I inevitably try to make a digital card game, I'm probably gonna try and use your framework. I'm curious if this jam exposed any blind spots in your framework that you hadn't seen before!

The game itself is really neat! Definitely feeling Inscryption-like in the foundation. I think there's definitely some stuff that's unclear though - it was difficult for me to mentally keep track of what all of the cards do or how they behave, and it didn't immediately click how the health of my cards worked or that I could stack cards on top of one another - on top of all the suits interactions which aren't immediately made obvious visually. I also never really figured out what the colored outlines meant on certain play spaces? The orange, magenta, and blue. They seemed to change every round but I had no idea what they meant.

This game really brings me back to the golden era of like internet flash games in a great way. The core loop is interesting without being overcomplicated, the finale fight is tricky without being too punishing, and the game on the whole rewards cautious play and proper risk/reward evaluation. 

I think you struck a good balance between dealing with the slimes being pretty each in a direct way, but the challenge coming from the management of your supplies - you're punished for missing, rewarded for strategically taking your time and positioning well, but (mostly) given enough room to bail out of most situations. I saw some others mentioned there were some spots it was easy to get overwhelmed, and I definitely see where that's the case, but I do also think the reverse is also a little true - down and to the right of the final boss, where there's an extra life machine and a slime faucet, I think is actually too strong of a position, perhaps. Even mid-wave, that was always a very safe spot for me to retreat to, where I could refill and then exploit the chokepoint of the entrance to easily top off on the larger slimes and push my way back out.

I think a couple of things could be a little bit clearer - I didn't immediately realize how much there was to explore, or that I could step into the slimey green areas without taking damage. But I think most importantly, it's very difficult to see how much is left in your slime tank when you're filling up the final can, which makes it easy to commit too much and end up without any ammo to continue. Making sure that your ammo bar is always visible even when  pouring into cans would make a big difference there in particular.

All in all, great job! I didn't get the chance to try multiplayer, but I imagine that adds a lot to the game

This is awesome lol

The majority of the mechanics are well-explained or intuitive with a few exceptions (dead rats pressing buttons and blocking lasers is important but not tutorialized, on the other hand, the knife item is not explained but was immediately intuitive for me), and the final boss is such a fun surprise.

I did run into a bizarre bug that made my mind behave like I was constantly holding down for some reason, but just restarting the game fixed it so I think it was probably controller weirdness on my end. I think the puzzle variety was great, too, with lots of new moving parts to play around with being added at a good consistent pace.

I think there's a lot of room to explore a larger variety of puzzles, and for more challenging puzzles! I think the repulsion mechanic is really interesting, but I didn't end up using it a whole lot in the puzzles themselves.

also I love the red line

i mean it's not great but i love it

First I really like the touch of that dither fade between the title cards. The art in general is fantastic, and the soundtrack and sfx work perfectly.

I think this is most of the way there for a rage game, which is great! I do think there are some pitfalls, though. 

The big one for me is that the friction isn't quite right. For the most part it works fine, but there are particular segments where moving elements cause the game to not detect that the ball is "still" for an extended period. At the 10M flag, for example, I manage to get the ball on top of the rotating block that didn't have slime on the top... and then proceeded to get softlocked because the ball just kept rolling slightly back and forth as the block moved around, and was never still enough to let me jump again. The same thing also happened on the L-shaped block above those two, where I landed inside, came to a stop, and then the movement of the block both prevented me from jumping and rolled me off. This is frustrating in a way that doesn't feel "earned" by the game.

As others mentioned, the difficulty curve at the start feels too high, largely because of two factors. I think the beginning is maybe the weak point of the game primarily because there is no quick restart button, and especially because the spot that you start from is very difficult to get back to. 

I think the difficulty curve in general feels a little skewed - I think the first two sections are much harder than the next - it only took me two tries to get to the flag just after 30M, but it took me much longer for every section beforehand.

Unfortunately, the checkpoint after 30M is where I had to call it. There's too many submissions to spend too much time, but also this game does something that most rage games avoid, and I think they avoid it for good reason - cycles. At a certain point, it didn't feel like the game was respecting my time, simply because I was spending so much of my gameplay just staring and waiting. At the spot after the 30M flag, I missed one jump and then had to wait a full 15+ seconds just... waiting for the moving block to come around again. I'm perhaps biased because I have a distaste for cycles in just about any type of game (the cycles at the end of Shovel Knight are one of the few major flaws of the game, fight me), but I also think that most of the popular rage games (Getting Over It, Pogostuck, Only Up) pretty much avoid this type of mechanic entirely. 

This goes so hard. Like everyone else said, the juice is off the charts, and the frenetic pace is just perfect! 

That said, I did have a few (altogether minor) things that I wish were tweaked just a bit.

The targeting reticle ends up confusing me a bit when playing on m+kb. The fact that the controller reticle that's locked to a specific distance from the player doesn't go away, and is also a bit more visible, really throws me off in the middle of the chaos, and tricks me into thinking my mouse is somewhere it isn't. I think the reticles could pop more in general given how much chaos there is in general, since it's pretty easy to lose track of.

Another issue is the screenshake. While there were a couple times I felt like I died because I misplayed, more often than not I ended up dying a few floors in after firing a shotgun or molotov a couple times in a densely-packed room and then taking two damage from... something, and having no idea what happened. When you're firing high-knockback weapons into dense rooms or exploding barrels, the game becomes almost unreadable for more than enough time for you to die, which doesn't usually feel fair. I ended up frequently avoiding most of the weapons even in favor of the starting pistol just for this reason.

The final thing is room transitions. I would really like it if the doors between rooms were sealed between combats, or maybe if there were an old-school room transition effect where the camera pans over from one room to the next. As-is, if you walk into a new room and fire your shotgun, you can just get blasted backwards into the previous room and the entire room just instantly vanishes - and then odds are, you can't even come back into the room without guaranteed damage since the slimes are still coming towards you even though you can't see them anymore. So you have to camp in the previous room waiting for slimes to come through so you can kill them without taking damage, but at the same time your combo suffers, which can also potentially kill you. 


I also got a crash. I'm guessing if you go into the elevator room, pass the check, then *leave* the elevator room (to, for example, pick up a weapon you'd left in a prior room), then return to the elevator room with too low a combo for the check to pass, then it crashes.

___________________________________________

############################################################################################

ERROR in action number 1

of Alarm Event for alarm 3 for object oElevator:

Unable to find instance for object index 60

at gml_Object_oElevator_Alarm_3

############################################################################################

gml_Object_oElevator_Alarm_3 (line -1)


That all said, this pretty much checks every box for me, incredible work

Good stuff, and I love to see a take on the MMBN-style combat that feels so fresh and novel! The need to manage multiple bots at once is overwhelming at first, but once I got the hang of it a little bit, things made more sense and came together more.

I think my biggest issues playing through a few times until getting the win were that you cannot skip abilities, and that losing a bot before the last level just feels like a death sentence. It makes sense to make replacement bots have less health, but making them functionally oneshottable through shields a lot of the time feels like they don't get to play the game, especially when a lot of the time (in my experience) it's often a front row bot that dies first.

Being unable to skip abilities just makes the consistency of runs plummet though. A few of the abilities feel like they directly check synergies (like energy hog) that can be very difficult to build effectively since you have to give up a lot of utility to start utilizing a synergy, resulting in what can sometimes feel like a chicken problem (energy generation at the start means sacrificing either a lot of damage or losing shields, while the immediate benefit is pretty minor, while energy hog at the start means you're constantly out of energy).

My winning run basically just found claw, then energy converter, then claw again, then energy converter again (which let me "replace" the existing one with the new one and functionally skip an ability. And then claw is *really* good and carried me through. Claw generally feels disproportionately good, since it doesn't have energy cost, no friendly fire, and scales pretty well even if you only have one.

My only complaint about the sound is that it's too quiet! I had to turn up my system volume to hear much, but the music is great!

All in all this is awesome, and I'd love to see a version of this pushed further. The balance and variety is really impressive in these time constraints, and I think it'd be really cool to see things like ability upgrades or a more gentle introductory experience with just one or two bots to help ease into things

Good stuff, and I love to see a take on the MMBN-style combat that feels so fresh and novel! The need to manage multiple bots at once is overwhelming at first, but once I got the hang of it a little bit, things made more sense and came together more.

I think my biggest issues playing through a few times until getting the win were that you cannot skip abilities, and that losing a bot before the last level just feels like a death sentence. It makes sense to make replacement bots have less health, but making them functionally oneshottable through shields a lot of the time feels like they don't get to play the game, especially when a lot of the time (in my experience) it's often a front row bot that dies first.

Being unable to skip abilities just makes the consistency of runs plummet though. A few of the abilities feel like they directly check synergies (like energy hog) that can be very difficult to build effectively since you have to give up a lot of utility to start utilizing a synergy, resulting in what can sometimes feel like a chicken problem (energy generation at the start means sacrificing either a lot of damage or losing shields, while the immediate benefit is pretty minor, while energy hog at the start means you're constantly out of energy).

My winning run basically just found claw, then energy converter, then claw again, then energy converter again (which let me "replace" the existing one with the new one and functionally skip an ability. And then claw is *really* good and carried me through. Claw generally feels disproportionately good, since it doesn't have energy cost, no friendly fire, and scales pretty well even if you only have one.

My only complaint about the sound is that it's too quiet! I had to turn up my system volume to hear much, but the music is great!

All in all this is awesome, and I'd love to see a version of this pushed further. The balance and variety is really impressive in these time constraints, and I think it'd be really cool to see things like ability upgrades or a more gentle introductory experience with just one or two bots to help ease into things

Echoing the others, I wasn't super clear on how things worked, even after reading the instructions on the game page. I wasn't sure what I was doing in the dumpster, or what it meant when I clicked on the dice that I had already rolled and they disappeared, or what determined how many dice I had left to through. I kept tossing dice until the game just... didn't give me any more dice, and there didn't seem to be anything I could do afterwards.

Visually though, the game looks great, and I especially like the yelling mouse on the left

I ran into some of the same issues as below, but I enjoyed the concept of an open-world graffiti game! Being able to jump so high in the car is a lot of fun

If you're interested in pushing the low-poly aesthetic, I also saw this video recently which talks a bit about how geometry can be made more efficient - specifically in this example, using the same number of polygons for cylindrical shapes while making them look much rounder and less boxy

Thank you! Once you've played through these puzzles, remember there's another 50 waiting for you in Slime Miner DX!

(1 edit)

I wanted to split the mechanics out for the lore of the sequel - if you want to see another gameplay element experimented with, be sure to check out Slime Miner DX for crumbling tiles!

I would love to have different themed environments for each difficulty. Unfortunately jam constraints made that unfeasible, but that would be top of the list for me in terms of improvement for sure

The number of eyes left on the slime has shows how many more hits they'll take to pop! 
The other suggestions are great though! I thought about doing that but felt the UI might too obtrusive and I wanted to keep things more minimal - but if I continue to polish more I'd like to do that, especially since internally there is data on the minimum number of moves required to complete a puzzle, so I could even tell you if you solved it as fast as possible for some extra challenge!

Great work, definitely the funniest game in the jam and the art is just fantastic! Especially the AOE attack behind lol. 

Mechanically I agree with other comments that it falls behind a little by comparison, but I also definitely see the links you drew in another comment to MMBN and Necrodancer. Honestly I've wanted to work on an MMBN-like for years and I think a rhythm element could be a fantastic addition. If you end up exploring more in that direction or just want to talk design and stuff, uh, hit me up

I really felt the rhythm aspect with the timing rewards on the bigger attacks - I don't know how intended the mechanic was, but since you can functionally extend the hitbox of any attack by one column if you time it so the scroll happens while the hitbox is still live, it felt like there was a bit more depth of execution there than at first glance, which was neat. It also felt natural that this is harder to do on the bigger, higher-windup attacks because of their delays.

Honestly, I think something that could be really freeing is just allowing direct lateral movement control, even with the autoscroll. The AOE backwards attack is incredibly strong, and the forwards AOE attack really suffers by comparison since it always covers primarily the front most column. Since the wind up is so big, you just don't know what's going to be in that column when it hits most of the time, so using it feels like a gamble a lot of the time. Being able to move backwards by even a tile I think would make that move in particular feel a lot more useful

I know obstacles were limited by time, but I think other obstacles or a health/fuel system would help a lot. Having fuel that you want to pick up and not destroy (especially combined with free movement) could immediately make things much more engaging. Needing to not just destroy the most things, but destroying strategically to weave in, nab fuel, and then setup a big attack, I think would be really satisfying, especially if the bigger attacks had some fuel cost or something 

Honestly I could go on for pages about any MMBN-like design (different chip systems, impact of larger fields, alternative movement styles, One Step from Eden's design choices, etc etc) but I don't want to flood your comments, so, honestly, hit me up if you want to chat lol

Really cool idea!

The controls were too slippery for my tastes, personally - it was very difficult to control, and combined with the platforms going away after a couple bounces, it felt overly-punishing to me. It was also unclear to me visually how many times I could bounce on a platform before it disappeared, which added to the confusion and punishment.

Platform bounces also had the issue of ending up just above a platform, where it felt like 90% of the time I just would die instantly because I couldn't get enough height afterwards, or I would get no height from just glancing off of a platform. Sometimes I'd even hit a platform and then immediately fall through it, and basically waste the jump and the platform, which was frustrating. 

I also ran into a bug a couple times where I landed on the paddle or a platform, then instead of bouncing up, I immediately shot straight left and then fell to my death.

It also seems like fastfalling into the paddle itself doesn't give you extra height like it does on platforms, which isn't very intuitive and killed me a few times. This is especially notable when the screen scrolls up so that the paddle is at the same height as a platform you want to use - the paddle tends to take priority in those situations and you waste the paddle without getting any height.

The idea is really cool, and you made this very fast, so great job! But I think it needs some tuning - it's quite difficult to control, and that combined with how easy it is to put yourself in an unwinnable position made a lot of it end up feeling frustrating for me. But with a little bit of tuning, I think those things would not be all too difficult to fix, either.

First, I tend to just rush into things, download the game, and launch it, and I did not realize that this required a controller at first. I played through twice while just clicking, which still did things it just always crushed the fruit entirely. I had to go back to the game page to realize that I had to plug in my controller to play.

Also, the UI was a bit broken for me - the timer and score displays that are supposed to be in the lower left are invisible or gone, which also meant when I was clicking and crushing things outright, I had no idea if it was giving me points or not anyways.

The game looks and sounds great, though! The music is very fitting, and the sound effects are so satisfying. I'd love to see a little more juice (no pun intended) in the squeeze animation, though - the hands are quite static during the squeeze, and I think it'd make a big difference if they pushed slowly inwards as the fruit squishes, and maybe if they shook a little with the exertion of squeezing.

The strict display size also bit me in a similar way to some others - it did open in 9x16, but it was also *too tall* and didn't fullscreen with black bars or anything, like I would expect it to. It displayed with a vertical size equal to my display height, but since it also opens windowed, the menu bar thing at the top of the window pushes the whole thing down. Since I can't put that menu bar above the top of my display, it means a menu bar-sized chunk of the game window is always invisible off the bottom of my screen, even after hiding my taskbar! I think this would be fixed by just having it start in fullscreen, though.

Also, I know this is designed for a custom controller (excited to try it that way!). So all of this is about the game as I can play it, since while I know the experience is going to be very different on the intended way to play,  I can't do that quite yet lol. So, on the controller, I had a bit of a struggle with consistency in the controls. From looking at an input viewer on my controller, it looks like the trigger is set to start the squeeze action at 0.5 on the trigger axis, which is super deep when playing on controller, especially when you need to control how hard you're squeezing. Confining the squeeze control to only the 2nd half of the trigger is rough, especially when there's no controller feedback like rumble to help reinforce the muscle memory of where the squeeze happens in the trigger. I frequently found myself trying to squeeze gently but then pulling the trigger like 40% of the way and watching as the fruit just fell past my motionless hands. It would be nice if the initial squeeze action happened waaay less deep into the trigger on a standard controller.

I'm real excited to see this game in person with the custom controller, though. I feel like that will elevate the experience a lot, and I love unusual peripherals and controls like that!

Brilliant slice of panic! The music and SFX work together with the gameplay super closely to deliver the frantic pace.

One of my only problems with the game, which I realized on maybe my 4th or 5th play, is that there is a subtle mismatch of the mapping between the spacing of the letters on the screen, compared to the spacing of the letters on a standard QWERTY keyboard. This mapping is super important when you're panicked (which the game is well designed to make you), so any mismatch gets translated into mistakes that don't feel as earned or fair.

In particular, the right half of the bottom row of the keyboard begins to shift father to the right than it is on a physical keyboard, due to mismatched placement of "M". On the keyboard, M is placed below and between J and K - however, in Dam It! it is placed between K and L, while N is placed between J and K instead. 

This difference makes things look a bit more correct at a glance, since otherwise the bottom row looks a bit empty on the right side, but it sacrifices clarity. I found myself repeatedly hitting the comma key when the game wanted me to press M simply because the game lookas if you should be pressing the key below and between K and L for that - but that key doesn't do anything, it doesn't even show up on the screen when you press it. That difference makes the right half of the bottom row way harder to work with because it's suddenly unintuitive when the rest of the game maps so well. B looks like it's right under H, but that's where N is. N looks like it's between J and K but that's where M is. V looks like it's directly under G but what's under G is actually the gap between B and V.

In the end this is a pretty subtle thing with a very quick fix, but I wanted to point it out because I think it's easy to miss while still having a big impact on how intuitive that corner of the game is, and could remove one of the only points of friction in an impressively smooth experience.

I'd also echo what another commenter said about wanting more feedback about when a leak stops. I think it would help a lot to have something like the SMACK of some flex tape over the leak to let you know you should let go of that one

Probably my only other complaint is that the game felt too tightly tuned to end the game around 1:45. After recording a little footage I realized the limit of keys you can press is only 6. While I do get that some keyboards only have 6-key rollover (though some are even worse), this feels too limiting, since the average person has 9 or more fingers. But it especially feels too limiting when, at 1:45, the game is willing to throw 7 leaks at you at once, and surviving becomes quite literally impossible. What am I supposed to do here?


Altogether, amazing job on this! It all comes together so well, it is instantly understandable, and it's a ton of fun!

This game has moments that feel great, when you get your grapple spacings and timings just right and are able to fly up and up and up, constantly slingshotting yourself up further with the grapple. 

However, I think there's a handful of things really holding this back, the biggest of which is the camera. The camera sits much too low relative to the player. Much of the time, jumping and grappling upwards sends your grapple slightly above the screen, meaning that if you're the highest you've been, or you're trying to go up as quickly as possible, you are quite literally firing blind. This really puts an immediate halt to any momentum you've built up with the grapple, and is also just generally frustrating.

Another issue is the lack of sound - I think just sound effects for the grapple, the jump, the super jump, and landing would be more than enough to breathe more life into the game alongside some music.

Frequently I found myself making it as far as I ever had, having felt like I had improved at using the grapple and making it to a new high much faster than before, only to be shut out entirely by the fact that there was absolutely no visible platform anywhere near me, and I was resigned to blindly shooting my grapple up in the hopes of hitting something, and then simply waiting out the timer anyways.

While the scores creating new platforms is really interesting in theory, in practice here it amounted, for me, to forced repetition and frustration. My high scores didn't feel earned, because I could simply do it all over again in the same way but get farther because of my last score. I never felt like I actually reached a "high" score because of this - I wasn't getting farther because I was getting faster, or improving at the game. It was just, well, there's another platform in reach now, and there wasn't one before. This was made worse the higher up I went, where the naturally-occurring platforms got more and more sparse, leading to sometimes two or three separate runs before I made it to another black, non-score platform. For a high score game, it felt like I would never be able to keep a high score, since the next decent player would just use my platform and outscore me anyways.

Since the game is also all about moving upwards, there never felt like there was a good reason to do anything other than grapple straight upwards. Occasionally the super jump was useful to put me in range of an otherwise out of reach platform, but again, there's almost no way to know there is a platform that high up because the camera stays too low. The super jump itself also felt inconsistent. It was definitely higher than a regular jump, but doing repeated super jumps occasionally sent me much higher for reasons that I could never quite pin down.

Also, I think the UI broke after my first couple of attempts. The UI for entering the initials was blank, so I couldn't see the initials I was trying to enter. Also, I could have sworn there was a number that showed how high I was next to the meter originally, but it also quickly disappeared, and reloading the page didn't make it come back on the web version.

I would love to see a version of this more akin to a platformer, rather than an endless jumper, with these grapple mechanics. I think they have a lot of potential when there's more to explore, rather than solely going up, as that would give the player a reason to use the grapple diagonally or sideways! The grapple mechanic itself is a lot of fun, and works so smoothly.

I feel like rolling ball games are still kinda underexplored, so it's always nice to see someone playing around in the space. The ball feels weighty and has good momentum, which is a good start!

However, it's missing something that's very key to these kinds of games - the ball's physics. If I park the ball on the slope and let go of the controls, the ball just sits there. It feels really unnatural, and I feel like the ball should roll down the slope. Once that kind of behavior is in, I think it opens up a lot in terms of more interesting environments - rolling down longer slopes to build up speed and launch off a ramp or spring, slides and corkscrews and pinball-style bumpers, etc. There's a lot that could be done in this space or added to make the environment overall more interactable and interesting. A lot of the features scattered around the environment feel pretty samey, and I think it's because of these kinds of physics limitations that interacting with each different thing doesn't end up feeling very different.

I realized I had to download the game, because the web version didn't really look like the screenshots. I think there's some kind of issue with rendering the water in the web version, because the surface of the water is invisible, which makes the game much harder to understand visually.

That helped the readability of the visuals a lot, but I think one of the remaining challenges was that there wasn't a separate animation for diving - it just looks like you're falling, which is pretty confusing at first. That combined with the fact that there's only one button for flapping/diving/gliding, it's pretty ambiguous what's happening in the beginning when you're still getting used to the controls. 

The controls themselves are also a bit awkward. The dive/glide/flap all on one button works well, really, but the mouse controls feel quite awkward. Making the camera's rotation speed relative to the mouse's horizontal position is a pretty unusual choice, and it feels slidey in a way that I think will be challenging for folks that have trouble with feeling motion sick while gaming.

This is made a lot worse for folks with multiple monitors! You aren't capturing the mouse, which means moving the mouse outside of the game window and putting it on the opposite end of a second monitor causes the camera to rotate blisteringly fast, especially when the hawk is at a standstill. I'd highly recommend using `Cursor.lockState = CursorLockMode.Confined` to prevent this and confine the user's mouse to the window at the very least.

Overall, though, the concept is really interesting! Flying mechanics are really challenging to get right, and this is a unique and engaging take on it that I think could just use a few tweaks here and there. It's good that you can't grab fish while just sitting on the bottom of the lake, but the height of the fish vs where the bottom of the lake is feels like a pretty small range, so it often feels punishing when you smack against the ground, and it can be maybe a bit too tough to maintain the correct height, especially when it can be hard to tell how high you are and how high you need to be to catch fish. Some kind of height meter or indicator could help with that, but I think deeper water could also help the feel of things!

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Oh, I was also able to get 9 dodges at once instantaneously once? I'm not exactly sure how, but I was able to clip it. You can also see a bit of the strat I mentioned of trailing the flying enemies.

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The aesthetic is awesome, first of all - I love the look of the game. The pixel art is super cute, and the elements are all very easy to read.

I do think the major issue is the hitboxes - they are way bigger than they look, which leads to many instances where I got hit while visually appearing fairly far from the creature that damaged me. Often after dying, visually even the shadows of my dino and the dino that killed me aren't touching, which often feels like I got cheated, especially early on when I was learning the game and where the hitboxes actually were.

You can also farm dodges pretty easily off the flying enemies - it's possible to increase your multiplier by 4 or 5 just off of one of them if you trail behind them as they fly across sideways. This means you can farm your multiplier up pretty quickly pretty early on if you're aware of this strategy, without a lot of risk. This can be exploited for some pretty high scores.

I also think that the difficulty doesn't ramp up very much - it would be nice if the game got a bit faster, or forced your to jump or slide more frequently somehow. In my score where I exploited the above strategy, I managed to hit over 350,000 points and I don't think I ever used the jump or slide at all - they were simply not safe or consistent enough to use compared to just dodging around enemies and obstacles. 

I'm also not entirely sure I understand how the health/death works. Sometimes I get the Watch Out! message and my multiplier goes down, but other times I feel like I immediately get double hit and die instantly, and I'm not sure why that is.

Overall, though, it's a good bit of fun! I think the dodge mechanic is a great way to encourage risk-taking for more points, but the game's pace ends up being a little too slow without ramping up enough as time goes on.

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First of all, I wanna commend you for your positivity and your dedication to playing and providing good feedback to every one of the other jam games!

Second, great job on this game! I love jam games and games in general which lean into their silliness, and keyboard-mashing hacking is a fantastic way to do it, and you really nailed to aesthetic on basically all of it. The music is great and drives the player forward in a way that matches the visual aesthetic really well, and the game itself is pretty quick to understand and pick up!

The scoring is maybe a tiny bit opaque, and also heavily biases scoring towards players with better keyboards that have n-key rollover, since you get 1 point per key pressed as far as I can tell. Most keyboards only have 6-key rollover, which (in case you aren't a keyboard nerd) means that the keyboard can only correctly register up to 6 simultaneous separate key presses. On the other hand, some gaming keyboards, especially high-end keyboards, have n-key rollover, which means you can press every single key on the keyboard and it will still register new presses properly. With an n-key rollover keyboard, I can smash my entire hand into my keyboard and instantly get 10+ points, and before even lifting that hand up I can mash my other hand down for another 10+ points, whereas a cheaper keyboard this tactic would only net 6 points total.

I managed to get just over 1,500 thanks to my unyielding trust in my keyboard to take any amount of abuse I can throw at it, alongside a handful of attempts to figure out how to optimize the game a little. I don't think that the mouse sections necessarily take away from the game, but I do think it creates a little bit of conflict within the current design.

The conflict with the mouse ties into another (minor) conflict that the game feels like it has internally, which is the pull between being entirely what it wants to be (a fun, low-stakes game about hacking with microgames sprinkled in) and being a score attack arcade game. The reason that this introduces tension, in my opinion, is that the microgames are not all created equal - some of them take significantly more time (clicking the numbers in particular seems quite slow), while others are extremely quick (clicking the popups can be done very efficiently by mashing click in the center of the screen, arrow keys can be mashed through very rapidly). Since the microgame choice seems to be fully random, it is entirely possible to have significant swings in your score simply by virtue of your microgame luck.

I think that this is the source of some people wanting the mouse games taken out entirely (moving your hand takes longer and loses you score!), since there's some frustration involved in this luck aspect if you're chasing a high score.

If you were to continue development on this, I would love to see it outside of the context of score attack, as a short game with an absurd over-the-top leet hacker story, with some more variety in the microgames. Basically all of my critiques would be instantly solved by this change of context, and I think it would be super fun based on what you've already made.

Echoing other commenters, this feels much more like a puzzle game than an arcade game. The arcade elements feel unnatural in this context, and lend themselves more towards frustration. The puzzles are interesting, but putting a timer on them alongside limited lives feels doesn't end up feeling rewarding. 

The collisions with the red blocks also feel much too sensitive in a way that is unintuitive. For example, in Level 4, the solution that was the most obvious to me was to push gravity left, then immediately up to put the right red block into the hole, then push gravity right and then immediately up to put the left block into the hole. Typically, this stacks the two red blocks. Since the hole is about the depth of two red blocks, intuitively I feel like I should be able to just put gravity to the left again, then slide over the hole to the finish - but no, this actually just kills you and resets the puzzle, because a tiny corner of the two stacked red blocks will clip you.

I ended up just playing through the levels and not bothering with the Arcade Mode, which led to another minor point of frustration - when in Play Levels mode, there's no way to just progress to the next level! Instead, the game takes you back to the main menu, where you have to click Play Levels again, scroll to the end of the levels list, and then click the newly-unlocked level. There's really no reason for it to take that many steps to go to the next level, and this problem just feels worse and worse the farther in you play and the farther you have to scroll each time.

There was also rarely a reason to use the boost button. I didn't use it until level 12, and I really can't imagine getting that far in arcade mode. 

Level progression also felt a bit awkward. Level 13 felt very easy and out of place, along with level 21. 

Some of the levels felt a little tedious, in particular level 24 where it felt like the best strategy was just to immediately hit left or right, then slooowly make your way up while drifting back and forth to collect all the dots. Level 25 was basically the same thing but worse - just slowly zigzagging across the screen while occasionally adjusting using the boost to stay far away from the red block. It was a bit disappointing to me that the final two puzzles felt like the most tedious.

Like others have said, I think this would work great as a mobile puzzle game, but it doesn't fit well into the arcade box. Judging it as a puzzle game, I think this has a lot of promise. With more levels, maybe some additional puzzle elements, I could see this being a great phone puzzler to add to my rotation. The music is definitely a highlight, as I would expect from y'all!

I think Scrumbo captured most of the thoughts that I would share already, but mainly I agree that some more complexity would go a long way. On top of moths that reduce score, maybe something like camera rolls that reload or partially reload your camera instantly when you take a shot of them could also help. 

It's also difficult to tell when you're getting credit for a photo and how much credit you're getting - the score counter goes up, but it's not really possible to tell how many points you're getting with each shot as you're playing. It would be great if there were little numbers that came up from each butterfly when you took their picture, so you have some feedback on when you're getting points from each butterfly.

I think that mashing is a bit of an issue here as well, since it felt like the best strategy was pretty much to just click as fast as possible on high-scoring groups, which feels less dynamic. Making butterflies vanish after their picture is taken would alleviate this a lot and make sure the player is moving around more, while also making it much clearer when points are being gained!

Doodle Jump with timed presses!

Overall I think it looks good and the sounds and visual effects feel great. The core loop is simple but fun, and is a good score-chaser.

I was a little disappointed that a lot of the controls basically never come up. Swing and Jump are both pretty much only used once per run, which feels a little clumsy. I feel like this could have been just Left, Right, and Bounce 

The gameplay itself is a lot of fun, but there's definitely a slightly degenerate strategy. When playing without this strat, I found the static scrolling of the screen occasionally frustrating - you can pretty easily outpace the screen scrolling, and when you do there's no recourse once you end up too high to react to the next window. It's just guaranteed death, which doesn't feel good.

Another comment mentioned that the timing is very tight, and I actually pretty strongly disagree, and this ties in to my high scoring strategy. I actually think the timing is extremely forgiving - not necessarily because the window for a bounce press is particularly large, but because it is large enough that you can simply mash the bounce button and you will always hit the bounce as long as you're near a window.

To show the disproportionate power of the strat, on the attempt I discovered the degenerate strat I got 7 million points, then on a subsequent run I got over 20 million using it the whole way through.

Basically, after realizing that being high on the screen was a major liability as the speed increases, since it limits the time you have to react, I also noted that there is a large and forgiving window below the screen which does not kill you, but still clearly shows your position. Since mashing the bounce button consistently gets a bounce without the need for timing, at high speeds hovering intentionally below the screen while mashing is optimal, since you maximize your reaction space to the window coming from the top. You simply position under the window as quickly as possible and mash constantly. It then just becomes a test of how quickly you can reposition under the next window, which is always possible, rather than any test of timing. Since you gain height relative to the screen very slowly once you're moving at high speeds, it's very easy to lower yourself again if you get too high on the screen at this point.

I'd also like to note that the score display in the lower left appears to just be wrong. On my high scoring run, the score shown in the bottom of the screen was less than a third of my actual score on the game over screen. I have a screenshot of the leaderboard showing the score mismatching, but itch isn't playing nice with image uploads right now, so lmk if it's helpful and I can send it to you over discord or something.

Overall, great job! I had a lot of fun playing this one.

I think the concept has some promise, but it doesn't quite come together here.

I think the game is hit a bit hard by the lack of sound and animation, which together make it fairly difficult to figure out exactly what's going on. The main goal also doesn't really get explained ingame, and the mechanic of bouncing the balls off the octopus doesn't end up feeling relevant, since you can still just toss the beach balls into the crabs yourself, which is much easier to aim and doesn't seem to penalize you in any way.

The hitboxes also feel inconsistent - you have to shoot *above* the crabs to kill them, since if you aim so the ball goes directly through the crab sprite, it'll just pass through them harmlessly.

There's also only 40 crabs. If you kill them all the game just... kind of stalls out? There's no end, you're just on an empty beach until you close the game.

I could see this going somewhere if the bounce mechanic was tuned a bit more, with the crabs only vulnerable to the ball once its been bounced or something; and with more enemy variety or at least more of the crabs spawning over time.